Elvish
- D-Bee (Minor): The initial Reactions to Elves typically start at Uncooperative, or Unfriendly for human supremacists. Those with Unfriendly or lower Reactions will refuse to sell wares or provide services such as healing, repairs, etc. Failed social checks with Hostile parties often result in violence.
- Enchantingly Beautiful: Almost all other humanoid races find elves to be beautiful, though with the prevalence of slaving on Rifts Earth this is not always an advantageous trait (elves are frequently nabbed first because they fetch the best price at slave markets). Elves gain +1 to Performance and Persuasion rolls with all races and peoples, except human supremacists.
- Driven: Elves have the Driven (Minor) Hindrance.
- Impudent: Elven culture is often insular and elitist. All elves have the Quirk (Minor—Culturally Superior) Hindrance.
- Low Light Vision: Elves ignore Illumination penalties for Dim and Dark lighting.
- Near-Human Physiology: Those unfamiliar with elven physiology suffer only a −1 penalty to Healing skill rolls and cybernetics checks.
- Physical and Mental Prowess: Elves start with d6 Agility and d6 Smarts; increase Trait maximums accordingly.
- Racial Animosity: Ancient enemies, dwarves and elves are still coming to terms with their new circumstances on Rifts Earth (where they should be natural allies, as they were in eons past). Old habits die hard, though, especially for such long-lived races. Elves suffer −2 on Persuasion checks when dealing with dwarves
Gunslinger
- Begin with +2 Agility die types, adjust Trait maximums accordingly.
- Begin with Shooting d8 and the Marksman and Sharpshooting Edges.
- Begin with the Danger Sense, Dead Shot, and Quick Edges.
- The Quick and the Dead: In the first round of combat, immediately after Action Cards are dealt for initiative, a Gunslinger may spend a Benny to draw on an opponent. The Gunslinger and his opponent make an opposed Agility roll. If the Gunslinger succeeds, he immediately attacks the target and has The Drop. If he fails, the Benny is wasted with no effect. The Gunslinger still acts on his Action Card as normal.
- Begin with the Arrogant, Heroic, Overconfident, or Vengeful (Major) Hindrance for no added benefit.
- Begin with standard Starting Gear substituting two ranged weapons of your choice and NG Maverick body armor.